Broken, gonna get nerfed in a few months.
- RandomFinnishDude
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Member for 8 years and 29 days
Last active Wed, Feb, 26 2020 12:13:24 -
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espito posted a message on New Rogue Legendary Card - Heistbaron TogwagglePosted in: Card Discussion -
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Bee posted a message on Mass Hysteria is a problem in ArenaPosted in: The ArenaI don't really play Arena but is it really that hard to play around if you know your opponent likely has it?
Arena is a tempo game. If you stop playing minions on curve just because your opponent is a priest and might have Mass Hysteria, you will lose. It’s different than playing around Flamestrike, hellfire or defile. If you have a Yeti on board, would you choose to play a 5/4 on 4 going into the priest’s turn 5 or lose massive tempo and just pass ? Once again, playing stuff on curve is what Arena is all about, Mass Hysteria punishes you for playing the game how it should be played, kinda like MCT. All they have to do is nerf the rate.
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EbonyMaw posted a message on Blizzard! Make hearthstone better for phone users!Posted in: General DiscussionI am not a phone user, but I have friends who are, and I used to be, and I know that this game works like crap on mobile devices. and blizzard needs to do something about it. not a lot of people are talking about this, (at least not that I know of), so I dont think blizzard feels very motivated to make a change. so I think that if this thread gets big enough, and we can get some people to bring notice to this topic on reddit and twitter and other such places, then blizzard might do something to improve the quality of this game on phones/tablets.
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BA5 posted a message on People with OP decks who play in CasualPosted in: Standard FormatQuote from SunbleachedAngel >>Because I can play whatever I want wherever I want
True, but is it really that much fun / rewarding to win against a meme / fun deck with a proven (ladder) deck?
Isn't it more fun to play a wacky deck against some other wacky deck?
I play casual to complete daily quests and when I do so I usually use competing decks.
You can do that playing ranked too AAAAAND climb at the same time :o.
Quote from CrusaderRO >>The issue is not with them but with the hypocrites from Blizzard that do not want to improve the game and both lower the time investment needed for some things AND restrict certain cards from casual (like i.e. Most epics and legendaries).
Blizzard doesn't make you play a proven (ladder) deck in casual...
Personaly i just concede when i see my opponent is playing Odd / Even in casual. I don't care if is a free win for them. They get their dailies done faster (and might go back to ranked?). If i wanna face the same deck(s) over and over i will play ranked.
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Kovachut posted a message on [poll] EVERYONE GET IN HERE!!Posted in: General DiscussionCan you include pre-nerfed Quest rogue, please?
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Exzipt posted a message on Best Arena Twitch Channels?Posted in: The ArenaI really like Shadybunny.
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Magnusjun posted a message on [Wild] [Legend] Metabreaker MillPosted in: [Wild] [Legend] Metabreaker Millyea, but then you realize my table only requires a quick glance. Which means there's not really any benefit to using yours.
But sure if you wanna bring a calculator and spend 30 seconds typing in the numbers in every single game, you do you.
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ilnosferatu posted a message on My attempt at buffing basic and classic cardsPosted in: General DiscussionI know this has been done to death, but I thought I'd throw in my cents on how to buff basic and classic cards. Mostly, when this has been done, people tend to overdo it, breaking the cards completely. Instead, I'd like to focus on the shit-tier cards, and make them less so. The intention isn't to make them top tier level, but to bring them in line with many of the other cards in the sets.
Basic
Druid
Healing Touch Healing increased to 10 - So many other druid cards are just so much better, either offering armor or versatility, or, in the case of Branching Paths, both. It's still not a good card, but at least it isn't outshone by every other heal spell.
Hunter
No changes
Mage
No changes
Paladin
Holy Light Healing increased to 7 - Just like Healing Touch, Holy Light belongs on the bottom of heal spells. If you compare it to Flash Heal, which even has added utility in priest when used with cards like Auchenai Soulpriest, it's hard to understand why it only heals for 1 more, while costing 1 more mana.
Priest
No changes
Rogue
No changes
Shaman
Totemic Might Cost increased to 1, text changed to "Give your totems +1/+1". Much more useful now, maybe even playable. Compared to Mark of the Lotus it's still subpar, but at least it's not trash.
Warlock
No changes
Warrior
Warsong Commander Attack increased to 3 - Just slightly less trash.
Neutral
Booty Bay Bodyguard Health buffed to 5 - Attributes brought in line with other taunt minions.
Core Hound Health increased to 6 - Attributes brought in line with other vanilla minions.
Lord of the Arena Attack increased to 7 - Attributes brought in line with other taunt minions.
Silverback Patriarch Attack increased to 2 - Attributes brought in line with other taunt minions.
War Golem Attack increased to 8 - Attributes brought in line with other vanilla minions.
Classic
Druid
Ancient of Lore Heal increased to 8 - Back in beta, Ancient of Lore used to heal for 8, but was nerfed to 5 as 8 was deemed too powerful. Today, I have my doubts, especially when the draw has been reduced to 1 card instead of 2.
Savagery Can target players as well - Still not a good card, but upping utility a bit could help a lot. Alternatively, cost could be upped to 4, and damage would be dealt to all enemy minions.
Hunter
No changes
Mage
No changes
Paladin
No changes
Priest
Shadowform Mana reduced to 2 - This will bring it in line with cards like Dinomancy. Still, I don't think this will ever be played over Shadowreaper Anduin, but he'll soon leave standard so... who knows?
Rogue
Cold Blood Base attack increased to 3 - As it is, it's just a worse Blessing of Might. Now, it's a costlier Blessing of Might with added utility.
Kidnapper Mana reduced to 5 - This one has always been overcosted, and for an epic, simply underwhelming.
Shaman
No changes
Warlock
Felguard Attack increased to 4
Pit Lord Attack increased to 6
Warrior
No changes
Neutral
Fen Creeper Health increased to 7 - Attributes brought in line with other taunt minions.
Illidan Stormrage Health increased to 6 - Better survivability could help one of the iconic characters of Warcraft see play.
Millhouse Manastorm Enemy spells cost 1 next turn - It's still a gamble when played, as the opponent could be sitting with Ultimate Infestation, Free From Amber or Zerek's Cloning Gallery.
Nat Pagle Effect reverted to trigger at end of turn - Good 'ole Nat hasn't really seen play since he was nerfed. Let's make Nat great again!
Priestess of Elune Mana reduced to 5 - Still bad when compared to Antique Healbot, but at least it's more appropriately costed now.
Windfury Harpy Health increased to 6 - Now it's just a double Thrallmar Farseer.
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Truffles20 posted a message on Why The Elder Scrolls: Legends is a better game than HearthstonePosted in: Other GamesWhy should people get butthurt that you enjoy elder scrolls legend more than hearthstone? If you enjoy the game more than Hearthstone than good for you. This thread seems kind of pointless.
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MoonUnit posted a message on The real meaning behind "uninteractive"Posted in: General DiscussionI've been giving some thought lately to the argument of "OTK combo decks are uninteractive" and the counter argument "they clear your board, that is interaction." Curiously this led me to remember a quote that I'm sure a lot of parents who have children of schooling age will have heard from their children's teachers at parents evening - "your child is easily distracted" - and the true meaning behind that statement - "your child is distracting others." this also applies to the "uninteractive deck" argument.
We know it feels bad to play against these decks, but I don't believe its because they don't interact with us (because they do), but because they deny us the ability to interact meaningfully with them. Sitting back and passively clearing the board while gaining tons of life is all well and good if players have other ways to interact with you/your board, but these decks typically don't have a board (or much of one) to interact with and Hearthstone isn't too big on hand/deck/mana control, and cards that can be played in the opponents turn don't work so well with Hearthstone's engine. THIS is what I think people mean when they call a deck uninteractive - the interaction is one-sided with the non-combo player being left unable to make meaningful decisions. - To post a comment, please login or register a new account.
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Pretty cool, might be really good in arena? Attack, then eat your weak minion.
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Value is real! Imagine this in arena with elementals :o
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Best arena legend, make sure to get good late game
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Love the Divine Protector. There should definitely be a card like that!
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So this is why they removed Rag and Sylvanas :p
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The definition of "Meta-Defining!" Kappa
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IT SUMMONS 2 IMPS WOAH (had to use CAPS sry)
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That is too strong, it should be +1/+1 or 2/2
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I tried to balance some of those cards, I'm not a master card desinger, but I tried my best :p
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I think you're just a bad player,or your plays are bad.